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Short December progress update!

Shakes on a plane is making good progress: we have just about finished all the raw level content, and are now adding "secondary mechanics" such as alien passengers and ragdolls to the game. Currently with the alien passengers bugging out the cabin looks like a scene from The Thing (hmmh... there's an idea...)

Scary, isn't it?

Of course the level content needs much more testing and balancing, and we are hoping to start closed alpha testing soon. The challenge is to design and balance the levels so that they will support varied amount of players. For this, we have a mechanism in place that adjust the difficulty per player count: this includes tweaking things like order frequency, turbulence alarm time etc. What we don't want to do is to alter the level itself per player count, and so far it seems we don't have to.

Other huge area we are making progress in are the cinematics. I'd say we have more to show on that front soon.